Storage medium, game apparatus, game system and game control method

ABSTRACT

A non-limiting example game apparatus includes a display device, and a game screen is displayed on the display device. For example, a player character, an enemy character, a background object, etc. are displayed in the game screen. If a throw mode is set, a target cursor is moved on a predetermined plane in a virtual space based on an operation of a player, thereby to designate a target object with which a throwing object is made to be collided. When the target object is designated, a route object is displayed on a line segment that connects a throw starting point and a target point that is the designated position on the target object, and a shadow of the route object is displayed.

CROSS REFERENCE OF RELATED APPLICATION

The disclosures of Japanese patent applications No. 2017-110830 filed onJun. 5, 2017 and No. 2017-231371 filed on Dec. 1, 2017 are incorporatedby reference.

FIELD

This application describes a storage medium, a game apparatus, a gamesystem and a game control method, moving a predetermined object from amovement starting position to a designated position in a virtual spacebased on an operation of a player.

SUMMARY

It is a primary object of an embodiment(s) to provide a novel storagemedium, game apparatus, game system and game control method.

Moreover, it is another object of the embodiment(s) to provide a storagemedium, game apparatus, game system and a game control method, capableof knowing a target object easily.

A first embodiment is a non-transitory computer readable storage mediumstoring a game program executable by a computer of an informationprocessing apparatus, wherein the game program causes one or moreprocessors of the computer to perform steps of: a cursor control step; adesignated position calculation step; a route object placement step; andan image generation step. The cursor control step is configured to movea cursor object on a predetermined plane based on an operation of aplayer, and arrange the cursor object so as to be displayed on a frontof another object in a virtual space. The designated positioncalculation step is configured to calculate a position in the virtualspace corresponding to a display position of the cursor object, andrender the position as a designated position in the virtual space. Theroute object placement step is configured to place in the virtual spacea route object that indicates a route from a predetermined startingpoint position to the designated position in the virtual space. Theimage generation step is configured to generate an image of the virtualspace.

According to the first embodiment, since the route object indicating theroute from the starting point position to the designated position isplaced, it is possible to know the designated position easily.

A second embodiment is the storage medium according to the firstembodiment, wherein the image generation step is configured to generatean image to be a shadow of the route object in the virtual space.

According to the second embodiment, since the image to be a shadow ofthe route object is generated, it is possible to know the designatedposition more easily.

A third embodiment is the storage medium according to the firstembodiment, wherein the game program further causes the one or moreprocessors to perform a shadow placement step configured to place anobject that indicates the shadow of the route object in the virtualspace.

According to the third embodiment, when arranging a shadow object, it ispossible to know the designated position more easily, like the secondembodiment.

A fourth embodiment is the storage medium according to the firstembodiment, wherein the game program further causes the one or moreprocessors to perform a player character arrangement step configured toarrange a player character in the virtual space so as to face thedesignated position.

According to the fourth embodiment, since the player character is facedto the designated position, it is possible to know, according to adirection of the player character, the designated position as well as adirection of the designated position.

A fifth embodiment is the storage medium according to the fourthembodiment, wherein the starting point position is a position having apredetermined positional relationship with a position that the playercharacter is arranged. However, the starting point position may be theposition that the player character is arranged, or may be sufficient aposition having a predetermined positional relationship with theposition that the player character is arranged.

A sixth embodiment is the storage medium according to the fourthembodiment, wherein the game program further causes the one or moreprocessors to perform a mode switching step configured to switch betweena cursor operating mode that the cursor object is to be moved and aplayer character moving mode that the player character is to be movedbased on an operation of the player.

A seventh embodiment is the storage medium according to the firstembodiment, wherein the game program further causes the one or moreprocessors to perform a discharge step configured to discharge apredetermined discharge target object along the route from the startingpoint position toward the designated position based on an operation ofthe player; and a collision processing step configured to perform, whenthe discharge target object collides with a predetermined object in thevirtual space after the discharge target object is discharged,predetermined processing according to the predetermined object.

According to the seventh embodiment, since the predetermined processingis performed in response to collision of the discharge target objectwith the predetermined object, it is possible to cause the player toperform processing according to a predetermined object aimed at by theplayer.

An eighth embodiment is the storage medium according to the seventhembodiment, wherein the game program further causes the one or moreprocessors to perform a target object determination step configured todetermine, before the discharge target object is discharged, whether anobject to be a target to be processed in the collision processing stepis arranged at the designated position; and a designated positiondetermination step configured to change, when it is determined that theobject to be a target is arranged at the designated position in thetarget object determination step, a display manner of the object to be atarget.

According to the eighth embodiment, before the discharge target objectis discharged, it is possible to know whether the object to be a targetis arranged at the designated position by change of the display manner.Therefore, it is possible to easily know whether the designated positionis designating (specifying) the object to be a target.

A ninth embodiment is the storage medium according to the seventhembodiment, wherein the game program further causes the one or moreprocessors to perform a further object determination step configured todetermine whether a further object exists in a middle to the designatedposition on the route; and a first display manner step configured tochange a display manner of the cursor object according to adetermination result in the further object determination step.

According to the ninth embodiment, since the display manner of thecursor object is changed according to whether a further object exists inthe middle to the designated position on the route, for example, it ispossible to know whether the discharge target object collides with thefurther object before the discharge target object is moved to thedesignated position.

A tenth embodiment is the storage medium according to the ninthembodiment, wherein the game program further causes the one or moreprocessors to perform a second display manner step configured to change,when it is determined that the further object exists in the furtherobject determination step, a display manner of the route object from thestarting point to the further object and a display manner of the routefrom the further object to the cursor object.

According to the tenth embodiment, since the display manner of the routeobject from the starting point to the further object and the displaymanner of the route from the further object to the cursor object arechanged when the further object exists in the middle to the designatedposition, it is possible to know whether the discharge target objectcollides with the further object before the discharge target object ismoved to the designated position also by the display manner of the routeobject.

An eleventh embodiment is a game apparatus, comprising: a cursor controlportion configured to move a cursor object on a predetermined planebased on an operation of a player, and arrange the cursor object so asto be displayed in a front of another object in a virtual space; adesignated position calculation portion configured to calculate aposition in the virtual space corresponding to a display position of thecursor object, and render the position as a designated position in thevirtual space; a player character arrangement portion configured toarrange a player character in the virtual space so as to face thedesignated position; a route object placement portion configured toplace in the virtual space a route object that indicates a route from apredetermined starting point position that is a position having apredetermined positional relationship with a position that the playercharacter is arranged to the designated position in the virtual space;and an image generation portion configured to generate an image of thevirtual space, wherein the image generation portion is configured togenerate an image to be a shadow of the route object in the virtualspace.

According to the eleventh embodiment, since the route object indicativeof the route from the starting point position to the designated positionis placed and the image to be a shadow of the route object is generated,it is possible to know the designated position easily.

A twelfth embodiment is a game system, comprising: a cursor controlportion configured to move a cursor object on a predetermined planebased on an operation of a player, and arrange the cursor object so asto be displayed in a front of another object in a virtual space; adesignated position calculation portion configured to calculate aposition in the virtual space corresponding to a display position of thecursor object, and render the position as a designated position in thevirtual space; a route object placement portion configured to place inthe virtual space a route object that indicates a route from apredetermined starting point position to the designated position in thevirtual space; and an image generation portion configured to generate animage of the virtual space.

A thirteenth embodiment is a game control method performed by a computerof an information processing apparatus, wherein the computer performssteps of: (a) moving a cursor object on a predetermined plane based onan operation of a player so that the cursor object is arranged so as tobe displayed in a front of another object in a virtual space; (b)calculating a position in the virtual space corresponding to a displayposition of the cursor object so as to render the position as adesignated position in the virtual space; (c) placing in the virtualspace a route object that indicates a route from a predeterminedstarting point position to the designated position in the virtual space;and (d) generating an image of the virtual space.

According to each of the twelfth and thirteenth embodiments, it ispossible to easily know the designated position like the firstembodiment.

The above described objects and other objects, features, aspects andadvantages of the embodiment(s) will become more apparent from thefollowing detailed description when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustration view showing a non-limiting example anappearance configuration of a non-limiting example game apparatus.

FIG. 2 is a block diagram showing non-limiting example electricstructure of the game apparatus shown in FIG. 1.

FIG. 3 is an illustration view showing a non-limiting example first gamescreen displayed on a display shown in FIG. 1.

FIG. 4 is an illustration view showing a non-limiting example secondgame screen displayed on the display shown in FIG. 1.

FIG. 5A is a perspective view showing a non-limiting example virtualcamera and a non-limiting example visual volume, viewed obliquely rearof the virtual camera, and FIG. 5B is an illustration view of thevirtual camera and the visual volume shown in FIG. 5A, viewed from thejust above.

FIG. 6 is an illustration view showing a non-limiting example third gamescreen displayed on the display shown in FIG. 1.

FIG. 7 is an illustration view showing a non-limiting example fourthgame screen displayed on the display shown in FIG. 1.

FIG. 8 is an illustration view showing a non-limiting example fifth gamescreen displayed on the display shown in FIG. 1.

FIG. 9 is an illustration view showing a non-limiting example sixth gamescreen displayed on the display shown in FIG. 1.

FIG. 10 is an illustration view showing a non-limiting example seventhgame screen displayed on the display shown in FIG. 1.

FIG. 11 is an illustration view showing a non-limiting example memorymap of a RAM shown in FIG. 2.

FIG. 12 is an illustration view showing non-limiting example specificcontents of a data storage area shown in FIG. 11.

FIG. 13 is a flowchart showing non-limiting example entire gameprocessing of a processor shown in FIG. 2.

FIG. 14 is a flowchart showing a part of non-limiting example throwprocessing of a processor shown in FIG. 2.

FIG. 15 is a flowchart showing another part of the throw processing of aprocessor shown in FIG. 2, following FIG. 14.

FIG. 16 is a flowchart showing a still another part of the throwprocessing of a processor shown in FIG. 2, following FIG. 14.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

FIG. 1 is an illustration view showing a non-limiting example appearanceconfiguration of a non-limiting example game apparatus 10 of thisembodiment. An example of the game apparatus 10 in this embodimentincludes a main body apparatus (information processing apparatus; inthis embodiment, functioning as a game apparatus main body) 12, a leftcontroller 14 and a right controller 16. In this embodiment, the gameapparatus 10 can be used as an apparatus that is integrally providedwith the left controller 14 and the right controller 16 (hand-held typeapparatus, portable type apparatus, mobile apparatus).

However, the game apparatus 10 is not needed to be limited to a gamededicated machine, may be a general purpose PC (various types of PCs,such as a desktop PC, a notebook PC, a tablet PC, etc.), a mobiletelephone or a smartphone each having a game function. Moreover, as thegame apparatus 10, a portable type game apparatus, a stationary typegame apparatus, or a game apparatus that a portable type and astationary type can be switched can be used, and an arcade game machinecan be also used. When using the game apparatus 10 as a stationary typegame apparatus, since a monitor such as a television receiver andcontroller(s) (14 and/or 16) are connected to the main body apparatus12, in this case, a game system comprising the game apparatus 10 and themonitor is constituted. Moreover, when the game apparatus 10 isconnected communicably to a further game apparatus or computer so thatgame processing or the like is performed in cooperation with a processorincorporated in the further game apparatus or computer, a network system(another game system) comprising the game apparatus 10 and the furthergame apparatus or computer that are connected with the game apparatus 10communicably.

Moreover, it may be constituted that the left controller 14 and theright controller 16 are attachable to or detachable from the main bodyapparatus 12, respectively. In such a case, the game apparatus 10 may beconstituted that the main body apparatus 12 is communicably connected tothe left controller 14 and the right controller 16 so that the main bodyapparatus 12, the left controller 14 and the right controller 16 can beused as separate units.

In this embodiment, as shown in FIG. 1, the left controller 14 and theright controller 16 are provided integrally with the main body apparatus12, respectively. The main body apparatus 12 is an apparatus thatperforms various kinds of processing (for example, game processing) inthe game apparatus 10. The main body apparatus 12 comprises a displaydevice 18. The left controller 14 and the right controller 16 aredevices each comprising an operating portion for a user to perform aninput.

The main body apparatus 12 comprises a substantially plate-like housing20. In this embodiment, a main surface (in other word, a top surface,i.e., a surface provided with the display 18) of the housing 20 isroughly rectangular in shape.

The main body apparatus 12 comprises the display device 18 provided onthe main surface of the housing 20. The display device 18 displays animage that is generated in the main body apparatus 12. In thisembodiment, the display device 18 may be a liquid crystal display (LCD).However, the display device 18 may be an arbitrary type of displaydevice.

Moreover, the main body apparatus 12 comprises a speaker (that is,speaker 44 shown in FIG. 2) in an interior of the housing 20. Speakerholes 20 a and 20 b are formed in the main surface of the housing 20.Then, an output sound of the speaker 44 is radiated from the speakerholes 20 a and 20 b, respectively.

The left controller 14 comprises an analog stick 14 a, and the analogstick 14 a is provided on the main surface of the housing 22 that is asubstantially plate-like shape. The analog stick 14 a can be used as adirection input portion capable of inputting directions. It is possiblefor a user, by tilting the analog stick 14 a, to input a directionaccording to a tilting direction (and an input of a magnitude accordingto a tilting angle).

In addition, instead of the analog stick, the left controller 14 may beprovided with a cross key, a slide stick capable of perform a slideinput, or the like, as a direction input portion. Moreover, in thisembodiment, it is possible to input depressing the analog stick 14 a.

The left controller 14 comprises various types of operating buttons. Theleft controller 14 comprises four (4) operating buttons 14 b, 14 c, 14 dand 14 e (specifically a left direction button 14 b, an upper directionbutton 14 c, a down direction button 14 d and a right direction button14 e) on the main surface of the housing 22. These operating buttons areused in order to perform instruction according to various kinds ofprograms (for example, an OS program and an application program) to beexecuted by the main body apparatus 12.

The right controller 16 comprises an analog stick 16 a as a directioninput portion like the left controller 14, and the analog stick 16 a isprovided on the main surface of the housing 22 that is a substantiallyplate-like shape. In this embodiment, the analog stick 16 a is the samestructure as that of the analog stick 14 a of the left controller 14.Moreover, instead of the analog stick, the right controller 16 may beprovided with a cross key, a slide stick capable of perform a slideinput, or the like.

Moreover, like the left controller 14, the right controller 16 comprisesfour (4) operating buttons 16 b, 16 c, 16 d and 16 e (specifically a Ybutton 16 b, an X button 16 c, a B button 16 d and an A button 16 e) onthe main surface of the housing 22.

FIG. 2 is a block diagram showing non-limiting example electricstructure of the game apparatus 10 shown in FIG. 1. As shown in FIG. 2,the game apparatus 10 includes a processor 30, and the processor 30 isconnected with a RAM 32, a flash memory 34, a communication module 36,an input device 38, a display driver 40 and a digital to analog (D/A)converter 42. Moreover, the game apparatus 10 includes theabove-described display device 18 and the speaker 44. The processor 30is connected to the display device 18 via the display driver 40.Moreover, the processor 30 is connected to the speaker 44 via the D/Aconverter 42.

The processor 30 is in charge of overall control of the game apparatus10. Specifically, the processor 30 is an SoC (System-on-a-Chip)incorporating functions of a CPU and a GPU. The RAM 32 is a volatilestorage medium and used as a working memory and a buffer memory for theprocessor 30. The flash memory 34 is a nonvolatile storage medium, andused in order to store application programs such as a game, and store(save) various kinds of data. For example, an application program isread out from the flash memory 34 to be stored in the RAM 32.

In addition, an application program may be read out from an externalmemory, such as an SD card, a memory stick or an optical disk each beingattachable to the game apparatus 10, to be stored in the RAM 32.Moreover, the game apparatus 10 may download an application program froman external computer that is communicably connected to the gameapparatus 10, to be stored in the RAM 32. About these, any one method ortwo or more methods are adopted.

However, the application does not need to be limited to the gameprogram, and it is possible to execute various kinds of applications,such as a document creation application, an email application, a drawingapplication, a character practice application, a language trainingapplication, a learning application, etc.

The communication module 36 has a function to access a wireless LAN by asystem conforming to the standard of IEEE802.11.b/g, for example.Therefore, for example, the processor 30 transmits or receives data toor from other equipment (computers, other game apparatuses 10, etc.) viaan access point and Internet (network) with using the communicationmodule 36. However, it is also possible to transmit or receive data toor from other equipment directly with using the communication module 36.

However, the communication module 36 may have a function to performshort-distance wireless communication instead of the function to accessthe wireless LAN. In such a case, the communication module 36 has afunction to transmit or receive an infrared signal to or from otherequipment (other game apparatuses etc.) with a predeterminedcommunication system (infrared system, for example), and a function toperform wireless communication with the same or similar type of gameapparatus according to a predetermined communication protocol (multilinkprotocol, for example). Therefore, for example, the processor 30 cantransmit or receive data to or from the same or similar type of othergame apparatuses directly with using the communication module 36.However, instead of the short-distance wireless communication of aninfrared system, short-distance wireless communication according toother wireless-communication standards such as Bluetooth (registeredtrademark) may be performed.

Moreover, it may be provided with a communication module having afunction to access a wireless LAN and a communication module having afunction to perform short-distance wireless communication.

The input device 38 includes the analog stick 14 a and the operatingbuttons 14 b-14 e provided on the above-described left controller 14,and the analog stick 16 a and the operating buttons 16 b-16 e providedon the right controller 16. The input device 38 is used for variouskinds of operations or inputs, such as a menu selection, game operation,a movement and zooming of a virtual camera, etc. by the user or a player(hereinafter, simply called a “player”). However, as the input device38, a pointing device such as a touch panel, an input means such as amicrophone, a camera, etc. may be provided instead of the operatingmeans provided on the left controller 14 and the right controller 16, ortogether with such the operating means. Moreover, a touch panel may beintegrally formed with the display device 18. The display device 18 inthis case is a touch panel integral type display device.

The display driver 40 is used in order to display various kinds ofimages or screens such as a game image or game screen, etc. on thedisplay device 18 under instructions of the processor 30.

The D/A converter 42 converts sound data applied from the processor 30into an analog sound signal to output to the speaker 44. However, thegame sound means a sound required for the game, such as an imitationsound of a game character or object, sound effects and music (BGM).

In addition, the electric structure of the game apparatus 10 shown inFIG. 2 is a mere example, and it does not need to be limited to this.For example, the communication module 36 may be dispensed with.

FIG. 3 shows a non-limiting example game screen 100 to be displayed onthe display device 18 in a normal mode of the game of this embodiment.For example, character objects such a as a player character 102 and anenemy character 104 as well as virtual objects (background objects) 106,such as a road object 106 a, a floor or terrain object, a sky (includingclouds) object, a building object 106 b and a plants (including flowers)objects 106 c are arranged (provided) in a three-dimensional virtualspace (virtual game space). In this embodiment, the building object 106b and the plants object 106 c are objects with little thickness of adepth direction.

Moreover, there may be arranged with an object imitating animals (animalobject) 106 d in the virtual game space. However, since the animalobject 106 d of this embodiment is an object of an ornament depicting apicture of an animal and does not move like a road, a floor, a terrain,a building and plants, it is treated as the background object 106. Thisanimal object 106 d is also an object with little thickness of the depthdirection.

Furthermore, in the virtual game space, character objects other than theplayer character 102 and the enemy character 104 may be arranged.Furthermore, in the virtual game space, item objects, such as a coinobject, a tool (weapon) object, a medicine object, a food object, athrowing object 110 (see FIG. 4 etc.) are also arranged. However, theitem object may be hidden in a rear side of the background object 106,or may appear by striking or breaking the background object 106.

An image that such a virtual game space is imaged by a virtual camera200 (view point) is displayed on the display device 18 as a game screen100. Specifically, the character object(s) (102, 104, etc.), the itemobject(s) (110, etc.) and the background object 106 are arranged(modeled) in the virtual game space, and a three-dimensional imageviewed from the virtual camera 200 (imaged image by the virtual camera200) is subjected to coordinate transformation into viewpointcoordinates or camera coordinates so that a position of the virtualcamera 200 may serve as an origin. The image having been subjected tothe coordinate transformation is prospectively projected on a screen(projection screen or virtual screen) with centering on a viewpointposition (perspective projection transformation). The image that isprojected on the projection screen is displayed on the display device 18as the game screen 100.

In addition, in this specification, when there is no necessity ofdistinguishing the character objects (102, 104, etc.), the backgroundobjects 106 and the item objects (110, etc.) from each other, these maybe simply referred to as an “object”.

In FIG. 3, the player character 102 is at lower left of the game screen100, and is displayed on the road object. Moreover, the enemy character104 is displayed downward from the center of the game screen 100. Thatis, the enemy character 104 is displayed diagonally forward of theplayer character 102. Furthermore, the building object 106 b imitating ahouse is arranged between the player character 102 and the enemycharacter 104 and on the depth side of the road object 106 a. Althoughdetailed description is omitted, the background objects 106 other thanthe road object 106 a, the building object 106 b, the plants object 106c and the animal object 106 d are the terrain object and the sky object.This is also applied to other game screens 100.

In a normal mode, the player character 102 is moved in a course providedin the virtual game space based on an operation of the player, to aim ata predetermined goal set in the course. Since the game of thisembodiment is a horizontally scrolling game, and an advancing directionof the player character 102 is basically a right direction. However, theplayer can move the player character 102 in a right or left direction,an up or down direction, or an oblique direction by operating theoperating buttons 14 b-14 e. Therefore, the normal mode can also bereferred to as a mode to move the player character 102.

In addition, when the player moves the player character 102 upward, theplayer character 102 is moved toward the rear (direction separating fromthe virtual camera 200) in the virtual game space. Moreover, when playermoves the player character 102 downward, the player character 102 ismoved toward the front (direction approaching the virtual camera 200) inthe virtual game space.

Moreover, in the normal mode, the player can make the player character102 jump by operating the operating button 16 e. Accordingly, it ispossible to make the player character 102 move above steps or jump oversteps, holes or grooves. Moreover, it is also possible to make theplayer character 102 hit the background object 106 floating in the air.By this, a predetermined item may appear from the background object 106.Alternatively, a predetermined item may appear instead of the backgroundobject 106.

In addition, when the player character 102 is attacked by the enemycharacter 104, the player character 102 goes out of the course, or theplayer character 102 cannot reach the goal within time, the game isover.

Moreover, it is also possible to make the player character 102 throw thethrowing object 110 based on an operation of the player. If the playeroperating the operating button 16 c, a throw mode is set instead of thenormal mode. When the throw mode is set, the throwing object 110 thatthe player character 102 possesses is displayed as shown in FIG. 4. Inan example shown in FIG. 4, the player character 102 holds the throwingobject 110 with a right hand.

In addition, in the throw mode, if the player operates the operatingbutton 16 c, the normal mode is set instead of the throw mode.

Moreover, as shown in FIG. 4, at the beginning of setting the throwmode, a target cursor 120 is displayed in a position that is separatedfrom the player character 102 by a first predetermined distance in frontof the advancing direction (right in this embodiment) of the playercharacter 102. As described later, the target cursor 120 is displayed ina predetermined color (green color, for example) in different from atarget object that is designated by the target cursor 120 except for acase where the throwing object 110 collides with a further objectarranged between the player character 102 and this target object. InFIG. 4 (also in FIG. 6, FIG. 7, FIG. 8 and FIG. 10), the target cursor120 is indicated in a black color. Moreover, the first predetermineddistance is set in advance by developers, etc. of the game. Moreover, aface and a body direction of the player character 102 are controlled soas to look at a point (target point) that is designated (instructed) bythe target cursor 120. Therefore, it is possible to know the targetpoint or a direction of the target point from the face and the directionof the body of the player character 102. A method of determining thetarget point will be described in detail later.

Furthermore, a route object 122 is displayed on a line segment thatconnects a movement starting position (starting point) of the throwingobject 110 and the target point that is designated by the target cursor120. In this embodiment, the starting point is set to a center positionof the chest of the player character 102. For example, a currentposition of the player character 102 is set to a center of both legs ofthe player character 102, and a position that the current position ofthe player character 102 is made to be moved by a second predetermineddistance in a height direction in the virtual game space is set as thestarting point. However, the second predetermined distance is a distancefrom the position of the player character 102 to the center of the chestof the player character 102.

In addition, although the position of the player character 102 and theposition of the starting point are set independently in this embodiment,they may be set at the same position.

The throwing object 110 is an item object that the player obtains andpossesses in the normal mode, and is thrown by the player character 102in the throw mode. If the player operates the operating button 16 e, theplayer character 102 throws the throwing object 110. Then, the throwingobject 110 moves on the route connecting the starting point and thetarget point. However, since the throwing object 110 is a sphere in thisembodiment, the center of the object 110 moves on the route.

If the throwing object 110 collides with the enemy character 104, theenemy character 104 is fallen. Moreover, if the throwing object 110collides with a predetermined background object 106, the backgroundobject 106 concerned is fallen or destroyed. Moreover, if the throwingobject 110 collides with another predetermined background objects 106, apredetermined item appears from the background object 106 concerned, ora predetermined item appears instead of the background object 106concerned. Furthermore, if the throwing object 110 collides with a stillanother predetermined background objects 106, the background object 106concerned bounces back this throwing object 110. Furthermore, if thethrowing object 110 collides with a yet another predetermined backgroundobjects 106, a display manner (at least one of a color, a pattern and ashape) of the background object 106 concerned is changed. In thisspecification, hereinafter, the enemy character 104 and thepredetermined background object 106 that predetermined processing is tobe performed when the throwing object 110 collides therewith will bereferred to as a “reaction object”.

In addition, in the game of this embodiment, the terrain object and theroad object 106 a are not included in the reaction object. Therefore, inthe game of this embodiment, when the target cursor 120 designates theterrain object or the road object 106 a rather than the reaction object,the throwing object 110 is made not to be moved toward the terrainobject or the road object 106 a.

In other examples, the throwing object 110 may be moved toward theterrain object and the road object 106 a. In this case, if the throwingobject 110 collides with the terrain object or the road object 106 a,the throwing object 110 may be erased without changing the terrainobject or the road object 106 a.

Moreover, it is assumed that the reaction object does not include anobject (for example, the sky object) intended not desired to be madecollided with the throwing object 110. Thus, types of the object to beincluded in the reaction object may be determined in advance accordingto the content of the game.

In the game of this embodiment, basically, the reaction objectdesignated by the target cursor 120 is determined as an object (targetobject) to be collided with the throwing object 110. Therefore, theplayer operates the analog stick 14 a to move the target cursor 120 soas to overlap the target cursor 120 with the reaction object desired tobe collided with the throwing object 110.

That is, the target cursor 120 is an object for designating or settingthe target point in a case where the player character 102 is caused tothrow the throwing object 110, and is moved based on an operation by theplayer. However, the target cursor 120 is moved on a predetermined planein the virtual game space. The predetermined plane has a predeterminedrelationship with the virtual camera. For example, the predeterminedplane can be set to a near clipping plane that is set for the virtualcamera. Although this is an example, and should not be limited, in thisembodiment, since the target cursor 120 is made to be displayed on thefront (foremost) of the player character 102, the enemy character 104,the background object 106 and the item object, when viewed from thevirtual camera, it is necessary to set the predetermined plane in aposition in the deep side of the near clipping plane and close to thenear clipping plane.

FIG. 5A is an illustration view showing a non-limiting example pyramidalcone 250 that is an imaging range of the virtual camera 200, when vieweddiagonally rear of the virtual camera 200. FIG. 5B is an illustrationview showing the pyramidal cone 250 that is a part of three-dimensionalvirtual game space in a bird's eye view from directly above. However, aportion of a truncated pyramid sandwiched between the near clippingplane 252 and a far clipping plane 254 in the pyramidal cone 250 is avisual volume. Moreover, in FIG. 5A and FIG. 5B, the objects other thantarget cursor 120 are omitted.

As shown in FIG. 5A and FIG. 5B, when the three-dimensional virtual gamespace is viewed from the virtual camera 200, the near clipping plane 252and the far clipping plane 254 are set, and the pyramidal cone(quadrangular pyramid) 250 is determined by the virtual camera 200 (viewpoint) and the far clipping plane 254.

However, an inclination of an oblique side of the pyramidal cone (anangle of view of the virtual camera 200) is determined by a distancebetween the virtual camera 200 and the far clipping plane 254 and a sizeof the far clipping plane 254.

Moreover, as shown in FIG. 5A and FIG. 5B, when an object fordetermination having a predetermined size and a predetermined shape(first determination object) is moved from a position (center position)of the target cursor 120 toward the far clipping plane 254 (trace check)on an extension in a direction from the virtual camera 200 toward aposition of the target cursor 120, the target object that is designatedby the target cursor 120 is determined by determining whether the firstdetermination object collides with the reaction object (first collisiondetermination processing). For example, the first determination objectis a spherical object whose diameter is a length in the vertical orhorizontal direction of a blank area formed with four (4) barsconstituting the target cursor 120.

The reaction object with which the first determination object collidesfirstly is determined as a target object. Moreover, a point at which thefirst determination object collides with the reaction object isdetermined as a target point that the throwing object 110 is made to becollided with. When the first determination object does not collide withthe reaction object, an intersecting point of a plane that includes theposition of the player character 102 and is perpendicular to the line ofsight of the virtual camera 200 (hereinafter, called “player lineplane”) and a line from the virtual camera 200 toward the position ofthe target cursor 120 is calculated, and the calculated intersectingpoint is determined as the target point.

In addition, in an example of permitting that the throwing object 110moves toward the terrain object and the road object 106 a and collidestherewith, when the first determination object collides with the terrainobject and the road object 106 a without colliding with the reactionobject, a point of colliding on the terrain object or the road object106 a is determined as a target point.

Moreover, although the player line plane is assumed to be perpendicularto the line of sight of the virtual camera 200, it is not necessary tobe always perpendicular to the line of sight of the virtual camera 200,and is a plane orthogonal to a horizontal plane independent of adirection of the virtual camera 200.

Furthermore, in the first collision determination processing, it is notnecessary to actually move the first determination object, and it isdetermined whether collision occurs by calculation on the assumptionthat the first determination object is made to be moved. Hereinafter, inthis specification, this is also applied to a case where collisiondetermination is performed by moving a determination object.

Returning to FIG. 4, the route object 122 is an object for presenting tothe player, before the throwing object 110 is thrown, a route that thethrowing object 110 thrown by the player character 102 is moved. Theroute object 122 is an object that a plurality of spherical objects 122a are arranged at equal intervals on a straight line, and each sphericalobject 122 a is loop-moved in a third predetermined distance at aconstant speed. That is, each spherical object 122 a starts a movementagain from each movement start position (appearance position) when beingmoved by the third predetermined distance. However, a direction thateach spherical object 122 a is moved is the same as a direction that thethrowing object 110 is moved.

A shadow 124 is displayed corresponding to each spherical object 122 aof the route object 122. An object for collision determination (seconddetermination object) is moved in vertically downward from eachspherical object 122 a, and it is determined whether the seconddetermination object collides with the terrain object or other objects(second collision determination processing). A position that the seconddetermination object collides with the terrain object or other objectsis determined as a position of the shadow 124, and the shadow (roundshadow) 124 is displayed at the position of the shadow 124.Specifically, by making drawing of the shadow 124 with Material, theshadow 124 is displayed with Decal on a surface of the terrain object orother objects with which the second determination object collides.Although illustration is omitted, the second determination object is aspherical object of the same or almost same shape and size as those ofthe spherical object 122 a, for example.

Thus, since each shadow 124 of not only the route object 122 but aplurality of spherical objects 122 a that constitute the route object122 are displayed, that is, since the shadow of the route object 122 isalso displayed, the route on which the throwing object 110 is moved canbe shown intelligibly.

In addition, in this embodiment, in order to show intelligibly theshadow 124 of each spherical object 122 a constituting the route object122, shadows of the player character 102, the enemy character 104 andthe background object 106 are omitted.

FIG. 6 is an illustration view showing another non-limiting example gamescreen 100 in the throw mode. FIG. 6 shows the game screen 100 when thetarget cursor 120 is moved onto the enemy character 104 in the gamescreen 100 shown in FIG. 4.

In this case, the enemy character 104 (reaction object) is determined asa target object by performing the above-described first collisiondetermination processing. Moreover, a point that the first determinationobject collides with the enemy character 104 is determined as a targetpoint, the route object 122 is placed (displayed) on a line segment thatconnects the starting point and the target point, and the shadow 124 ofeach spherical object 122 a is displayed by performing the secondcollision determination processing. Moreover, a direction of the playercharacter 102 is set in a direction facing the target point, and theplayer character 102 is turned to the set direction.

Moreover, a mark object 126 is displayed in the game screen 100 shown inFIG. 6. This mark object 126 is an object of a mark that indicates aposition (collision predicting point) that collision of the throwingobject 110 is predicted when the throwing object 110 is thrown towardthe target point. Moreover, the mark object 126 is an object that apattern of a target is expressed, and is displayed so that the centeroverlaps with the collision predicting point. The mark object 126 isdisplayed in front (front side) of the objects except the target cursor120.

An object for determination (third determination object) is moved towardthe target point from the starting point, and it is determined whetherthe third determination object collides with the reaction object (thirdcollision determination processing). A position that the thirddetermination object collides with the reaction object is determined asthe collision predicting point. The third determination object is aspherical object of the same or almost same shape and size as those ofthe throwing object 110.

Moreover, an emphasis object 130 is displayed so that a contour (visibleoutline) of the reaction object (here, the enemy character 104 of thetarget object) including the collision predicting point can beemphasized. In this embodiment, the emphasis object 130 is an objectthat the contour of the target object is indicated with a thick line ina bright color. However, this is an example and should not be limited.For example, the emphasis object 130 that an object of the same shape asthe target object is painted with a predetermined color or pattern maybe displayed. Moreover, the emphasis object 130 may be blinked byrepeating display/non-display.

Therefore, it is possible to notify the player the reaction object withwhich the throwing object 110 collides when the throwing object 110concerned is thrown. This emphasis object 130 is displayed in front ofobjects other than target cursor 120 in the virtual game space.Therefore, in the virtual game space, the emphasis object 130 may bearranged in the front side of the objects other than target cursor 120,and may be drawn in front of objects other than target cursor 120irrespective of an arranged position.

FIG. 7 is an illustration view showing a still another non-limitingexample game screen 100 in the throw mode. FIG. 7 shows another enemycharacter 104 is further displayed on a right side of the center in thegame screen 100 shown in FIG. 6. For convenience of description, theenemy character 104 that was also displayed on the game screen 100 inFIG. 6 is referred to as “enemy character 104 a”, and the another enemycharacter 104 is referred to as “enemy character 104 b”.

In the game screen 100 of FIG. 7, since the target cursor 120 is locatedon the enemy character 104 b, and by performing the above-describedfirst collision determination processing, the enemy character 104 b(reaction object) is determined as a target object. Moreover, a pointthat the first determination object collides with the enemy character104 b is determined as a target point, the route object 122 is placed(displayed) on a line segment that connects the starting point and thetarget point, and the shadow 124 of each spherical object 122 a isdisplayed by performing the second collision determination processing.Moreover, a direction of the player character 102 is set in a directionfacing the target point, and the player character 102 is turned to theset direction.

In the game screen 100 shown in FIG. 7, another target object (here, theenemy character 104 a) is arranged between the player character 102 andthe target object, and when the above-described third collisiondetermination processing is performed, the third determination objectcollides with the enemy character 104 a (reaction object). As describedabove, a position that the third determination object collides with thereaction object is determined as a collision predicting point, and themark object 126 is displayed at that point. Moreover, the emphasisobject 130 is displayed on the contour of the enemy character 104 a.

In this case, the collision predicting point is not a target object andis another reaction object to be arranged (displayed) between the playercharacter 102 and the target object. Hereinafter, this another reactionobject is called a “collision prediction object”.

Thus, when the collision predicting point is a point on the collisionprediction object, the throwing object 110 does not collide with thetarget object. Therefore, in such a case, the target cursor 120 isdisplayed in grayout, and one or more spherical objects 122 a among theplurality of spherical objects 122 a constituting the route object 122,which being arranged between the collision prediction object and thetarget object are displayed in grayout. That is, a display manner of thetarget cursor 120 differs dependent on whether the collision predictionobject exists or not. Similarly, a display manner of the route object122 also differs. Moreover, as for the route object 122, it can also besaid that a display manner of the spherical object 122 a arrangedbetween the starting point and the collision predicting point and adisplay manner of the spherical object 122 a arranged between thecollision predicting point and the target point are different from eachother.

Since the mark object 126 is displayed on the collision predictingpoint, it is possible to know in advance that the throwing object 110collides with the reaction object (collision prediction object) otherthan the target object that is designated by the target cursor 120.

As described using the game screen 100 of FIG. 6 and FIG. 7, it ispossible to say that it is determined also on whether another reactionobject exists between the player character 102 and the target object byperforming the third collision determination processing.

FIG. 8 is an illustration view showing a yet another non-limitingexample game screen 100 in the throw mode. The game screen 100 shown inFIG. 8 is a screen about a scene different from a scene of the gamescreen 100 shown in FIG. 4.

In the game screen 100 shown in FIG. 8, two enemy characters 104 (104 a,104 b) exist forward in an advancing direction of the player character102, and one enemy character 104 a is displayed on the right side of thegame screen 100 and the other enemy character 104 b is displayed in thecenter of the game screen 100. Moreover, the plants object 106 c isdisplayed in front of the enemy character 104 b and the road object 106a. Therefore, the enemy character 104 b is hidden by the plants object106 c. Furthermore, the building object 106 b is displayed on the deepside of the enemy character 104 a.

The target cursor 120 designates the building object 106 b, and thus, atarget object is this building object 106 b. Therefore, the playercharacter 102 faces the target point on the building object 106 bdesignated by the target cursor 120. Although the enemy character 104 band the plants object 106 c are displayed between the player character102 and the building object 106 b in the game screen 100 shown in FIG.8, the route object 122 is displayed in the deep side of the enemycharacter 104 b. Moreover, the third determination object collides withthe building object 106 b without colliding with the enemy character 104b and the plants object 106 c. Therefore, the mark object 126 isdisplayed centered on the collision predicting point on the buildingobject 106 b. Therefore, the display manner of the target cursor 120 andthe display manner of the route object 122 are not changed. Moreover,the emphasis object 130 is displayed so as to emphasize the contour ofthis building object 106 b.

FIG. 9 shows a non-limiting game screen 100 that the target cursor 120is set to the enemy character 104 a in the game screen 100 shown in FIG.8 by operating the analog stick 14 a by the player.

Although the target cursor 120 designates the enemy character 104 a inthe game screen 100 shown in FIG. 9, the enemy character 104 b isarranged between the player character 102 and the enemy character 104 a(target object), and the third determination object collides with theenemy character 104 b. That is, the enemy character 104 b is a collisionprediction object, and the emphasis object 130 is displayed in front(front side) of the plants object 106 c so that the contour of the enemycharacter 104 b is emphasized. Moreover, the display manner of thetarget cursor 120 and the display manner of the route object 122 arechanged. As described above, the target cursor 120 is displayed ingrayout. Moreover, the spherical objects 122 a among the plurality ofspherical objects 122 a constituting the route object 122, which beingplaced from the collision predicting point to the target point aredisplayed in grayout.

Thus, by controlling the position of the target cursor 120, it ispossible to designate even a reaction object invisible in the gamescreen 100 as a collision prediction object, and to make the throwingobject 110 collide the reaction object. Although illustration etc. isomitted, the position of the player character 102 or/and the position ofthe target cursor 120 may be controlled.

FIG. 10 is an illustration view showing a further non-limiting examplegame screen 100 in the throw mode. The game screen 100 shown in FIG. 10is a screen about a scene different from the scenes of the game screen100 shown in FIG. 4 and FIG. 8.

In an example shown in FIG. 10, in lower right of the game screen 100,the plants object 106 c (1060) is displayed in front of than the roadobject 106 a. Moreover, in the center of the game screen 100, the twoanimal objects 106 d are displayed side by side, and other two plantsobjects 106 c (1062) are displayed on the deep side of the two animalobjects 106 d.

In this FIG. 10, the target cursor 120 designates the plants object 1060arranged (displayed) in the front side of the road object 106 a, andtherefore, a target object is this plants object 1060. Therefore, theplayer character 102 faces the target point on the plants object 1060designated by the target cursor 120. Moreover, the mark object 126 isdisplayed at the collision predicting point on the reaction object(here, the plants object 1060) with which the third determination objectcollides. In the game screen 100 shown in FIG. 10, since other reactionobjects are not arranged (displayed) between the player character 102and the target object (here, the plants objects 1060), the displaymanner of the target cursor 120 and the display manner of the routeobject 122 are not changed. Furthermore, the emphasis object 130 isdisplayed so as to emphasize the contour of this plants object 1060designated by the target cursor 120.

Therefore, it is possible to aim at the reaction object arranged infront of the player character 102, and to make the throwing object 110collide with the reaction object.

However, even if it is a reaction object, when being too close to thenear clipping plane 252 (or the virtual camera 200), such a reactionobject is excluded from a candidate of a target object that can bedesignated by the target cursor 120. This is because an object that isto be excluded from the target object that can be designated by thetarget cursor 120 (non-target object) is displayed or not displayed inthe game screen 100 depending on the position of the virtual camera 200or the like.

FIG. 11 and FIG. 12 are illustration views showing a non-limitingexample memory map 300 of the RAM 32 of the game apparatus 10 shown inFIG. 2. As shown in FIG. 11, the RAM 32 includes a program storage area302 and a data storage area 304. The program storage area 302 is storedwith a program for an application of the game of this embodiment (gameprogram), and the game program includes a main processing program 302 a,an image generation program 302 b, an image display program 302 c, anoperation detection program 302 d, an object control program 302 e, atarget cursor control program 302 f, a target point determinationprogram 302 g, a target object determination program 302 h, a routeobject placement program 302 i, a shadow position calculation program302 j, a collision prediction object determination program 302 k, adisplay manner setting program 302 m, a collision determination program302 n, etc.

The main processing program 302 a is a program for processing a mainroutine of entire processing for the game of this embodiment (entiregame processing).

The image generation program 302 b is a program for generating imagedata of a game image using image generation data 304 b. For example, avirtual game space is drawn, the drawn virtual game space is subjectedto perspective projection transformation, and image data of the gameimage corresponding to the game screen 100 is generated (drawn). Theimage display program 302 c is a program for outputting the image dataof the game image generated according to the image generation program302 b to the display device 18.

The operation detection program 302 d is a program for detectingoperation data that is input from the input device 38 based on anoperation by the player. The detected operation data is stored in anoperation data buffer 304 a described later.

The object control program 302 e is a program for causing the playercharacter 102 to perform movement or the like according to the operationdata, or for causing the enemy character 104 to be arranged (to appear)or to perform movement or the like without following the operation data.The object control program 302 e moves, in the normal mode, the playercharacter 102 in a right and left, an up and down (a depth direction),or obliquely when the operation data detected according to the operationdetection program 302 d indicates an operation of the operating buttons14 b-14 e. Moreover, the object control program 302 e makes the playercharacter 102 jump in the normal mode when the operation data indicatesan operation of the operating button 16 e. Moreover, the object controlprogram 302 e makes, in the throw mode, the player character 102 throwthe throwing object when the detected operation data indicates anoperation of the operating button 16 e.

In addition, when the operation data detected according to the operationdetection program 302 d indicates an operation of the operating button16 c, or according to a progress situation of the game, the mainprocessing program 302 a switches (changes) a mode between the normalmode and the throw mode.

The target cursor control program 302 f is a program for making, in thethrow mode, the target cursor 120 move according to a tilt direction anda tilt amount of the analog stick 14 a when the operation data detectedaccording to the operation detection program 302 d indicates anoperation of the analog stick 14 a.

The target point determination program 302 g is a program for performingthe above-described first collision determination processing based on acurrent position of the target cursor 120, and for determining thetarget point designated by the target cursor 120 according to a resultof the first collision determination processing.

The target object determination program 302 h is a program fordetermining the reaction object designated by the target cursor 120 as atarget object. That is, the reaction object including the target pointis determined as the target object.

The route object placement program 302 i is a program for placing theroute object 122 on the line segment that connects the starting point ofthe throwing object 110 and the target point determined according to thetarget point determination program 302 g. However, the route objectplacement program 302 i is also a program for making a plurality ofspherical objects 122 a constituting the route object 122 move so as tocirculate in the third predetermined distance.

The shadow position calculation program 302 j is a program forcalculating, by performing the above-described second collisiondetermination processing, positions of respective shadows 124 of theplurality of spherical objects 122 a that constitute the route object122 placed according to the route object placement program 302 i.

The collision prediction object determination program 302 k is a programfor performing the above-described third collision determinationprocessing and for calculating the collision predicting point accordingto a result of the third collision determination processing, and fordetermining, when the third collision determination object collides withthe other reaction object between the player character 102 and thetarget object, the other reaction object including collision predictingpoint as the collision prediction object.

The display manner setting program 302 m is a program for setting acolor in displaying (drawing) the target cursor 120 and a color indisplaying (drawing) each of the plurality of spherical objects 122 aincluded in the route object 122.

The collision determination program 302 n is a program for determining,when the throwing object 110 is thrown by the player character 102 inthe throw mode, whether the throwing object 110 collides with thereaction object (performing the fourth collision determinationprocessing). In the fourth collision determination processing, it isdetermined whether an object for determination (fourth determinationobject) that is set to the throwing object 110 collides with thereaction object. The fourth determination object is a spherical objectof the same or, almost same shape and size as those of the throwingobject 110.

Although illustration is omitted, the program storage area 302 is storedwith a sound output program for generating and outputting a soundrequired for the game, a communication program for performingcommunication with other game apparatuses or computers, a save programfor saving game data in the nonvolatile memory, etc.

As shown in FIG. 12, the data storage area 304 is stored with anoperation data buffer 304 a. The operation data buffer 304 a is storedwith the operation data detected by the operation detection program 302d in a time series. The operation data stored in the operation databuffer 304 a is eliminated from the operation data buffer 304 a whenhaving been used for processing of the processor 30.

Moreover, the data storage area 304 is stored with the image generationdata 304 b, player character data 304 c, possession item data 304 d,target cursor position data 304 e, non-target data 304 f, starting pointdata 304 g, target point data 304 h, target object data 304 i, routeobject data 304 j, shadow position data 304 k, collision predictionpoint data 304 m, collision prediction object data 304 n, collisionobject data 304 p, etc.

The operation data buffer 304 a is an area for temporarily storing theoperation data from the input device 38. The image generation data 304 bis data of the polygon data, the texture data, etc. for generating theimage data of the game screen 100.

The player character data 304 c includes direction data indicative of acurrent direction and coordinate data indicative of a three-dimensionalcurrent position of the player character 102. The player character data304 c may include status data indicative of a state of the playercharacter 102.

The possession item data 304 d is data about an item (throwing object110 etc.) that the player character 102 possesses and the number ofthem. The target cursor position data 304 e is coordinate dataindicative of a three-dimensional current position of the target cursor120.

The non-target data 304 f is data about identification information ofnon-target reaction object. For example, the reaction object existing ina position that a distance with the near clipping plane 252 (or thevirtual camera 200) is shorter (closer) than the fourth predetermineddistance is determined as the non-target object.

The starting point data 304 g is coordinate data indicative of athree-dimensional position of the starting point of the throwing object110, and is determined based on a three-dimensional current position ofthe player character 102. The starting point of the throwing object 110indicated by the starting point data 304 g is a position (centerposition of chest) that a position (three-dimensional position) of theplayer character 102 is moved by the second predetermined distance in aheight direction (plus direction of Y-axis).

The target point data 304 h is coordinate data of the target point(three-dimensional position) designated by the target cursor 120. Thetarget object data 304 i is data about identification information of thereaction object that is determined as a target object.

The route object data 304 j is data about the route object 122, and iscoordinate data of three-dimensional position of each of the pluralityof spherical objects 122 a that constitute the route object 122, and isdata about information of a color to be applied to each of the pluralityof spherical objects 122 a. The shadow position data 304 k is coordinatedata about a position of the shadow 124 corresponding to each of theplurality of spherical objects 122 a that constitute the route object122.

The collision prediction point data 304 m is coordinate data of aposition closest to the starting point of the throwing object 110 amongthe points (positions) that the route object 122 collides. The collisionprediction object data 304 n is data about identification information ofan object (collision prediction object) including a point indicated bythe collision prediction point data 304 m. The collision object data 304p is data about identification information of the collision object withwhich the throwing object 110 thrown by the player character 102collides.

Moreover, a throw flag 304 q is provided in the data storage area 304.The throw flag 304 q is a flag for determining whether the throw mode isset, and is turned on in the throw mode and turned off in the normalmode.

Although illustration is omitted, the data storage area 304 is storedwith other data required for the game processing (informationprocessing), and is provided with other flags and counters (timer(s))required for the game processing (information processing).

FIG. 13 is a flow chart showing non-limiting example entire gameprocessing performed by the processor 30 shown in FIG. 2. In addition,processing in each of respective steps of the flowchart shown in FIG. 13is a mere example, and if the same or similar result can be obtained, aprocessing order of the respective steps may be changed. This is alsothe same also for throw processing shown in FIG. 14-FIG. 16.

If the power supply of the game apparatus 10 is turned on, prior toexecution of the entire game processing, the processor 30 executes aboot program stored in a boot ROM not shown, whereby respectivecomponents such as the RAM 32, etc. can be initialized. Then, the gameprogram is read from a nonvolatile memory etc. to be stored into the RAM32, and execution of the game program concerned is started by theprocessor 30.

As shown in FIG. 13, if the entire game processing is started, theprocessor 30 performs initial processing in a step S1. In the initialprocessing, for example, the processor 30 constructs a virtual gamespace for generating and displaying the game image, and arrangesrespective character objects such as the player character 102, the enemycharacter 104, etc. appearing in this virtual game space at theirinitial positions, and at predetermined positions in the virtual gamespace arranges the background objects 106. Furthermore, the processor 30sets initial values of the various parameters used by the game controlprocessing (S5-S19). Moreover, the processor 30 turns off the throw flag304 q in a step S1.

Subsequently, the processor 30 acquires the operation data that is inputfrom the input device 38 in a step S3, and performs the game controlprocessing in the steps S5-S19. It is determined, in a step S5, whetherthe throw mode is set. Here, the processor 30 determines whether thethrow flag 304 q is turned on.

If “YES” is determined in the step S5, that is, if it is in the throwmode, the process proceeds to a step S11. On the other hand, if “NO” isdetermined in the step S5, that is, if it is not in the throw mode, itis determined, in a step S7, it is determined whether the throw mode isto be set. Here, the processor 30 determines whether the operation datastored in the operation data buffer 304 a indicates an operation of theoperating button 16 c. This is the same in the step S11 described later.

If “NO” is determined in the step S7, that is, if the throw mode is notto be set, the game control processing of the normal mode is performedin a step S9, and then, the process proceeds to a step S21. In the stepS9, according to the operation data, for example, the processor 30 movesthe player character 102, or/and makes the player character 102 performan arbitrary action. At this time, the processor 30 moves the virtualcamera 200 so as to maintain a predetermined positional relationshipwith the player character 102. However, if the player character 102 ismoved, the current position of the player character 102 is updated.Along with this, the starting point data 304 g is also updated.

Moreover, without following the operation data, the processor 30 movesthe non-player characters such as the enemy character 104 etc., or/andmakes the non-player character perform an arbitrary action. Furthermore,the processor 30 determines victory and defeat or ranking of the playercharacter 102, or/and determines whether a game clear or a game over.Furthermore, the processor 30 changes, according to the operation data,at least one of the position, the direction and the angle of view of thevirtual camera 200. However, although the virtual camera 200 is usuallylocated in the virtual game space so as to gaze at the player character102 and maintain the predetermined positional relationship with theplayer character 102 concerned, when at least one of the position, thedirection and the angle of view is changed by an operation of theplayer, the virtual camera 200 is located in a position or/and directionafter changed and is set at an angle of view after changed. However,even when the player performs no operation, at least one of theposition, the direction and the angle of view of the virtual camera 200may be changed automatically (forcibly) depending on the context of thegame.

If “YES” is determined in the step S7, that is, if the throw mode is tobe set, the throw flag 304 q is turned on in a step S15, and the targetcursor 120 is arranged in a step S17. The, the processor 30 performsthrow processing (FIG. 14-FIG. 16) in a step S19, and the processproceeds to the step S21. However, in the step S17, the processor 30arranges the target cursor 120 in a position that is separated from theplayer character 102 by the first predetermined distance in theadvancing direction of the player character 102.

Moreover, it is determined, in the step S11, whether the throw mode isto be released. That is, it is determined whether the normal mode is tobe set. Specifically, the processor 30 determines whether the operatingbutton 16 c is operated in the throw mode. If “YES” is determined in thestep S11, that is, the normal mode is to be set, the throw flag 304 q isturned off in a step S13, the process proceeds to the step S21. On theother hand, if “NO” is determined in the step S11, that is, the normalmode is not to be set, the process proceeds to the step S19.

In the step S21, the processor 30 generates the game image according toa result of the game control processing of the steps S5-S19, anddisplays the generated game image on the display device 18. Generationprocessing of the game image is performed mainly by a GPU included inthe processor 30. In a next step S23, the processor 30 generates thegame sound according to the result of the game control processing of thesteps S5-S19, and outputs the generated game sound. That is, through theprocessing in the step S21 and the step S23, image data of the gameimage is output to the display device 18 from the display driver 40, andsound data of the game sound is output to the speaker 44 through the D/Aconverter 42.

Then, in a step S25, the processor 30 determines whether the game is tobe ended. Determination in the step S25 is made, for example, based onwhether the game is over or whether the player gives an instruction tostop the game.

If “NO” is determined in the step S25, that is, the game is not to beended, the process returns to the step S3. On the other hand, if “YES”is determined in the step S25, that is, the game is to be ended, theentire game processing is terminated.

FIG. 14-FIG. 16 are flow charts showing non-limiting example throwprocessing of step S19 shown in FIG. 13.

As shown in FIG. 14, if the throw processing is started, the processor30 determines, in a step S51, whether the throwing object 110 is moving.If “YES” is determined in the step S51, that is, if it is duringmovement of the throwing object 110, the process proceeds to a step S95shown in FIG. 16. On the other hand, if “NO” is determined in the stepS51, that is, if it is not during movement of the throwing object 110,it is determined, in a step S53, whether it is a throw operation. Here,the processor 30 determines whether the operation data detected in thestep S3 indicates an operation of the operating button 16 e.

If “YES” is determined in the step S53, that is, if it is the throwoperation, the proceeds to a step S97 shown in FIG. 16. On the otherhand, if “NO” is determined in the step S53, that is, if it is not thethrow operation, it is determined, in a step 55, whether it is a movingoperation of the target cursor 120. Here, the processor 30 determineswhether the operation data detected in the step S3 indicates anoperation of the analog stick 14 a.

If “NO” is determined in the step S55, that is, if it is not the movingoperation of the target cursor 120, the process proceeds to a step S59.On the other hand, if “YES” is determined in the step S55, that is, ifit is the moving operation of the target cursor 120, in a step S57, thetarget cursor 120 is made to be moved in a tile direction of the analogstick 14 a by a distance according to a tilt amount of the analog stick14 a, and the process proceeds to the step S59.

In the step S59, a non-target object is determined. Here, the processor30 determines an object existing in a position that a distance with thenear clipping plane 252 (virtual camera 200) is less than the fourthpredetermined distance as the non-target object. At this time,identification information of one or more non-target objects are storedas the non-target data 304 f in the data storage area 304.

In a next step S61, the first collision determination processing isperformed. Here, the processor 30 determines whether the firstdetermination object collides with the reaction object while assumingthat the first determination object is made to be moved from anarrangement position of the target cursor 120 in a direction of theZ-axis. However, when the first determination object collides with thefar clipping plane 254 without colliding with the reaction object, thefirst collision determination processing is ended without determinationof the target object.

In a subsequent step S63, it is determined whether the firstdetermination object collides with the reaction object. If “NO” isdetermined in the step S63, that is, if the first determination objectdoes not collide with the reaction object, in a step S65, anintersecting point of the player line plane and the line toward theposition of the target cursor 120 from the virtual camera 200 isdetermined as the target point. In this step S65, the processor 30stores (updates) the target point data 304 h corresponding to thedetermined target point in the data storage area 304. This is the samefor a step S69 described later.

In a next step S67, a direction of the player character 102 isdetermined in the advancing direction of the player character 102 (rightdirection, in this embodiment), and the process proceeds to a step S75shown in FIG. 15. In the step S67, the processor 30 determines thedirection of the player character 102 so that the line of sight and thefront of the body of the player character 102 may be turned to theadvancing direction, and updates the direction data included in theplayer character data 304 c. This is the same for a step S73 describedlater.

On the other hand, if “YES” is determined in the step S63, that is, ifthe first determination object collides with the reaction object, apoint of collision is determined as the target point in a step S69. In anext step S71, the reaction object including the target point determinedin the step S69 is determined as the target object, and in the step S73,a direction of the player character 102 is determined to a direction ofthe target point, and then, the process proceeds to the step S75. In thestep S69, the processor 30 stores (updates) identification informationof the target object in the data storage area 304 as the target objectdata 304 i.

As shown in FIG. 15, in the next step S75, the route object 122 isplaced on a line segment that connects the starting point that isindicated by the starting point data 304 g and the target point that isindicated by the target point data 304 h. Thereafter, each sphericalobject 122 a constituting the route object 122 is moved so as tocircurate in the third predetermined distance until the throwing object110 is thrown.

Subsequently, in a step S77, a position of a shadow of each of theplurality of spherical objects 122 a that constitute the route object122 is calculated, and the calculated position of the shadow 124 isstored. That is, the processor 30 performs the second collisiondetermination processing, calculates the position of the terrain in aright downward direction of each spherical object 122 a as a position ofthe shadow 124, and stores (updates) the position data corresponding tothe calculated position of the shadow 124 in the data storage area 304as the shadow position data 304 k.

In a next step S79, the third collision determination processing isperformed. In the third collision determination processing, it isdetermined whether the third determination object collides with thereaction object while assuming that the third determination object ismade to be moved on a line that connects the starting point and thetarget point. Then, it is determined, in a step S81, whether the thirddetermination object collides with the reaction object in the thirdcollision determination processing.

If “NO” is determined in the step S81, that is, if the thirddetermination object does not collide with the reaction object in thethird collision determination processing, the process proceeds to a stepS93. On the other hand, if “YES” is determined in the step S81, that is,if the third determination object collides with the reaction object inthe third collision determination processing, in a step S83, a pointthat the third determination object collides with the reaction object isdetermined as the collision predicting point. In the step S83, theprocessor 30 stores (updates) the coordinate data of the collisionpredicting point as the collision prediction point data 304 m in thedata storage area 304.

In a next step S85, it is determined whether the collision predictingpoint is a point on the target object. In other words, it is determined,in the step S85, whether the collision predicting point is a point onanother reaction object existing between the player character 102 andthe target object. If “YES” is determined in the step S85, that is, ifthe collision predicting point is a point on the target object, theprocess proceeds to a step S91. Although illustration is omitted, theprocessor 30 eliminates the collision prediction object data 304 n atthis time.

On the other hand, if “NO” is determined in the step S85, that is, ifthe collision predicting point is a point on another reaction objectexisting between the player character 102 and the target object, in astep S87, the reaction object including the collision predicting pointis determined as the collision prediction object. In the step S87, theprocessor 30 stores (updates) identification information of thecollision prediction object as the collision prediction object data 304n in the data storage area 304.

Subsequently, in a step S89, a display manner of the target cursor 120and a display manner of the route object 122 are set (changed). In thestep S89, it is set that the target cursor 120 is displayed in grayout,and that the spherical objects 122 a among the plurality of sphericalobjects 122 a constituting the route object 122, which being placed aside of the target point (target object) of the collision predictingpoint (collision prediction object) are displayed in grayout. Then, themark object 126 is arranged at the collision predicting point in thestep S91, and the emphasis object 130 is arranged to the target objector the collision prediction object in the step S93, and the processreturns to the entire game processing.

In the step S93, when the collision prediction object data 304 n isstored, the emphasis object 130 for emphasizing the contour of thiscollision prediction object is arranged to the collision predictionobject indicated by the identification information corresponding to thiscollision prediction object data 304 n. In the step S93, when thecollision prediction object data 304 n is not stored, to the targetobject indicated by the identification information corresponding to thetarget object data 304 i, the emphasis object 130 for emphasizing thecontour of this target object is arranged.

Moreover, as described above, if “YES” is determined in the step S51, inthe step S95 shown in FIG. 16, a movement of the throwing object 110 isstarted, and in the step S97, the throwing object 110 is made to bemoved on the route by the fifth predetermined distance. However, theroute is a route for the throwing object 110 determined by the linesegment that connects the starting point and the target point when thethrow operation is performed.

In a subsequent step S99, the fourth collision determination processingis performed. In the fourth collision determination processing, it isdetermined whether the throwing object 110 collides with the targetobject or the collision prediction object. In a next step S101, it isdetermined whether the throwing object 110 collides with the targetobject or the collision prediction object in the fourth collisiondetermination processing.

If “YES” is determined in the step S101, that is, if the throwing object110 collides with the target object or the collision prediction objectin the fourth collision determination processing, predeterminedprocessing according to the collision object is performed in a stepS103, and the process proceeds to a step S109. On the other hand, if“NO” is determined in the step S101, that is, if the throwing object 110does not collide with the target object or the collision predictionobject in the fourth collision determination processing, it isdetermined, in a step S105, whether the throwing object 110 is moved amaximum distance. For example, it is determined whether the throwingobject 110 reaches the far clipping plane 254. If “NO” is determined inthe step S105, that is, if the throwing object 110 does not move themaximum distance, the process returns to the entire game processing.

On the other hand, if “YES” is determined in the step S105, that is, ifthe throwing object 110 is moved the maximum distance, the throwingobject 110 is erased in a step S107, and it is determined, in the stepS109, whether the player character 102 possesses another throwing object110. If “YES” is determined in the step S109, that is, if the playercharacter 102 possesses another throwing object 110, the process returnsto the entire game processing. On the other hand, if “NO” is determinedin the step S109, that is, if the player character 102 does not possessanother throwing object 110, the throw flag 304 q is turned off in astep S111, and then, the process returns to the game control processing.

According to this embodiment, the target cursor is made to be movedwithin a predetermined plane according an operation of the player, aposition within the virtual game space designated by the target cursoris determined as the target point, and the route object is displayed onthe line segment that connects the starting point that a movement of thethrowing object is started to the target point, and therefore, it ispossible to easily know the target object with which the throwing objectcollides.

Moreover, according to this embodiment, since the shadow of thespherical object that constitutes the route object is displayed, amovement route of the throwing object can be indicated intelligibly.

Furthermore, in this embodiment, since the player character is turned inthe direction that the throwing object is to be moved, a movementdirection of the throwing object can be indicated intelligibly.

Furthermore, according to this embodiment, since the emphasis object isdisplayed on the contour of the collision prediction object with whichthe throwing object is predicted to collide, it is possible to moreintelligibly indicate the target object with which the throwing objectis to be collided.

Moreover, according to this embodiment, since the mark object isdisplayed on the collision predicting point, it is possible to moreintelligibly indicate the target object with which the throwing objectis to be collided.

In addition, although this embodiment is described on the portable typegame apparatus, the stationary type game apparatus or the game apparatusswitchable between the portable type and the stationary type, a part orall of the game processing may be performed by a further game apparatusor computer that is communicably connected to the game apparatus. Insuch a case, a game system (image processing system) can be constitutedby the game apparatus of this embodiment and the further game apparatusor computer that is communicably connected to the game apparatus.

Moreover, although the shadow is drawn with the Material in thisembodiment on the terrain just below each spherical object included inthe route object, a shadow generated by a light of the light source maybe drawn by shading. Alternatively, in the step S71, the shadow objectmay be placed just below each spherical object and on the terrain.

Furthermore, in this embodiment, in the first collision determinationprocessing, when the first determination object is moved from the targetcursor, the reaction object with which the first determination objectcollides first is determined as the target object, but it does not needto be limited to this. For example, all the reaction objects with whichthe first determination object collides may be determined as targetobjects. Then, a single target object may be selected by the player fromthe plurality of target objects.

Furthermore, although when the throwing object that the player characterthrows collides with a single reaction object, the throwing object iseliminated and the predetermined processing that is set corresponding tothe reaction object concerned is performed in this embodiment, even ifthe throwing object collides the reaction object, the throwing objectmay be moved to the target point.

Moreover, although this embodiment is described on a case where theplayer object throws the throwing object, an object to be thrown (fired)does not need to be limited. Depending on the type of the game, anobject imitating the bullet may be shot (fired), an object imitating thesoccer ball may be kicked, or an object imitating the arrow may be shotoff. These objects are also an object that the player character canthrow or shoot.

Furthermore, the content of game, the configuration of the gameapparatus and specific numerical values shown in this embodiment aremere examples and should not be limited and can be appropriately changedaccording to actual products. For example, as for the operation means(analog stick, operating buttons) for instructing the movement of theplayer character, the movement of the target cursor, switching betweenthe normal mode and the throw mode, an operating means different fromthe operating means shown in the embodiment may be used.

Although certain example systems, methods, storage media, devices andapparatuses have been described herein, it is to be understood that theappended claims are not to be limited to the systems, methods, storagemedia, devices and apparatuses disclosed, but on the contrary, areintended to cover various modifications and equivalent arrangementsincluded within the spirit and scope of the appended claims.

What is claimed is:
 1. A non-transitory computer readable storage mediumstoring a game program executable by a computer of an informationprocessing apparatus, wherein the game program causes one or moreprocessors of the computer to perform steps of: a cursor control stepconfigured to move a cursor object on a predetermined plane based on anoperation of a player, and arrange the cursor object so as to bedisplayed on a front of another object in a virtual space; a designatedposition calculation step configured to calculate a position in thevirtual space corresponding to a display position of the cursor object,and render the position as a designated position in the virtual space; aroute object placement step configured to place in the virtual space aroute object that indicates a route from a predetermined starting pointposition to the designated position in the virtual space; and an imagegeneration step configured to generate an image of the virtual space. 2.The storage medium according to claim 1, wherein the image generationstep is configured to generate an image to be a shadow of the routeobject in the virtual space.
 3. The storage medium according to claim 1,wherein the game program further causes the one or more processors toperform a shadow placement step configured to place an object thatindicates the shadow of the route object in the virtual space.
 4. Thestorage medium according to claim 1, wherein the game program furthercauses the one or more processors to perform a player characterarrangement step configured to arrange a player character in the virtualspace so as to face the designated position.
 5. The storage mediumaccording to claim 4, wherein the starting point position is a positionhaving a predetermined positional relationship with a position that theplayer character is arranged.
 6. The storage medium according to claim4, wherein the game program further causes the one or more processors toperform a mode switching step configured to switch between a cursoroperating mode that the cursor object is to be moved and a playercharacter moving mode that the player character is to be moved based onan operation of the player.
 7. The storage medium according to claim 1,wherein the game program further causes the one or more processors toperform a discharge step configured to discharge a predetermineddischarge target object along the route from the starting point positiontoward the designated position based on an operation of the player; anda collision processing step configured to perform, when the dischargetarget object collides with a predetermined object in the virtual spaceafter the discharge target object is discharged, predeterminedprocessing according to the predetermined object.
 8. The storage mediumaccording to claim 7, wherein the game program further causes the one ormore processors to perform a target object determination step configuredto determine, before the discharge target object is discharged, whetheran object to be a target to be processed in the collision processingstep is arranged at the designated position; and a designated positiondetermination step is configured to change, when it is determined thatthe object to be a target is arranged at the designated position in thetarget object determination step, a display manner of the object to be atarget.
 9. The storage medium according to claim 7, wherein the gameprogram further causes the one or more processors to perform a furtherobject determination step configured to determine whether a furtherobject exists in a middle to the designated position on the route; and afirst display manner step configured to change a display manner of thecursor object according to a determination result in the further objectdetermination step.
 10. The storage medium according to claim 9, whereinthe game program further causes the one or more processors to perform asecond display manner step configured to change, when it is determinedthat the further object exists in the further object determination step,a display manner of the route object from the starting point to thefurther object and a display manner of the route from the further objectto the cursor object.
 11. A game apparatus, comprising: a cursor controlportion configured to move a cursor object on a predetermined planebased on an operation of a player, and arrange the cursor object so asto be displayed in a front of another object in a virtual space; adesignated position calculation portion configured to calculate aposition in the virtual space corresponding to a display position of thecursor object, and render the position as a designated position in thevirtual space; a player character arrangement portion configured toarrange a player character in the virtual space so as to face thedesignated position; a route object placement portion configured toplace in the virtual space a route object that indicates a route from apredetermined starting point position that is a position having apredetermined positional relationship with a position that the playercharacter is arranged to the designated position in the virtual space;and an image generation portion configured to generate an image of thevirtual space, wherein the image generation portion is configured togenerate an image to be a shadow of the route object in the virtualspace.
 12. A game system, comprising: a cursor control portionconfigured to move a cursor object on a predetermined plane based on anoperation of a player, and arrange the cursor object so as to bedisplayed in a front of another object in a virtual space; a designatedposition calculation portion configured to calculate a position in thevirtual space corresponding to a display position of the cursor object,and render the position as a designated position in the virtual space; aroute object placement portion configured to place in the virtual spacea route object that indicates a route from a predetermined startingpoint position to the designated position in the virtual space; and animage generation portion configured to generate an image of the virtualspace.
 13. The game system according to claim 12, wherein the imagegeneration portion is configured to generate an image to be a shadow ofthe route object in the virtual space.
 14. The game system according toclaim 12, further comprising a shadow placement portion configured toplace an object that indicates the shadow of the route object in thevirtual space.
 15. The game system according to claim 12, furthercomprising a player character arrangement portion configured to arrangea player character in the virtual space so as to face the designatedposition.
 16. The game system according to claim 15, wherein thestarting point position is a position having a predetermined positionalrelationship with a position that the player character is arranged. 17.The game system according to claim 15, further comprising a modeswitching portion configured to switch between a cursor operating modethat the cursor object is to be moved and a player character moving modethat the player character is to be moved based on an operation of theplayer.
 18. The game system according to claim 12, further comprising adischarge portion configured to discharge a predetermined dischargetarget object along the route from the starting point position towardthe designated position based on an operation of the player; and acollision processing portion configured to perform, when the dischargetarget object collides with a predetermined object in the virtual spaceafter the discharge target object is discharged, predeterminedprocessing according to the predetermined object.
 19. The game systemaccording to claim 18, further comprising a target object determinationportion configured to determine, before the discharge target object isdischarged, whether an object to be a target to be processed in thecollision processing portion is arranged at the designated position; anda designated position determination portion is configured to change,when it is determined that the object to be a target is arranged at thedesignated position in the target determination portion, a displaymanner of the object to be a target.
 20. The game system according toclaim 18, further comprising a further object determination portionconfigured to determine whether a further object exists in a middle tothe designated position on the route; and a first display manner portionconfigured to change a display manner of the cursor object according toa determination result in the further object determination portion. 21.The game system according to claim 20, further comprising a seconddisplay manner portion configured to change, when it is determined thatthe further object exists in the further object determination portion, adisplay manner of the route object from the starting point to thefurther object and a display manner of the route from the further objectto the cursor object.
 22. A game control method performed by a computerof an information processing apparatus, wherein the computer performssteps of: (a) moving a cursor object on a predetermined plane based onan operation of a player so that the cursor object is arranged so as tobe displayed in a front of another object in a virtual space; (b)calculating a position in the virtual space corresponding to a displayposition of the cursor object so as to render the position as adesignated position in the virtual space; (c) placing in the virtualspace a route object that indicates a route from a predeterminedstarting point position to the designated position in the virtual space;and (d) generating an image of the virtual space.